Ashley's Forum Posts

  • Not in Construct 2 itself, but it should be straightforward to tweak the outputted HTML :)

  • Since we have such a large amount of feature requests our attitude is typically to implement the minimum necessary and move on to the many other crucial things we need to do, like better supporting mobile. Obviously we could implement circular collisions, but I think there's lots of other stuff that takes priority. I'll add it to the todo list though. When we first added collisions in September there was no physics, no Chrome Web Store, Facebook, PhoneGap or Scirra Arcade output, no Families, and so on... hopefully it's clear to see why we didn't spend ages on one feature when we had so much else to do, and that's still true today.

    Using an eight-point octagon should be a good approximation though - or is there something about that which makes it unsatisfactory?

  • I think "eventing" is a good term because it is different to programming... but events probably still fit the definition of programming: ultimately you are setting a sequence of commands for a computer to run, just in a different way. The "no programming required" is the best way we could think to describe how Construct 2 works to new users in three words. It's difficult to convey to new users what's special about a complex piece of software like Construct 2, so I still think it's a fair way to describe what it does - it creates the right impression, since you aren't programming in the traditional sense.

  • Construct 2 doesn't currently support multiplayer officially. We hope to be adding features for this in future!

  • Just wanted to make a thread to say - it's now been about one year since the first public preview of Construct 2. The first was release 26 (the first 25 were private) in early February 2011. It didn't have instance variables, behaviors, or in fact most of the features Construct 2 now has! We've come a long way. We hope to make similar progress over the next year :)

  • Not a bug, moved to Construct 2 general.

  • Read the tutorial Physics in Construct 2: the basics.

    b]Note: Physics objects only interact with other physics objects. Adding the Solid behavior to the floor has no effect on physics objects. They ignore anything which does not also have the physics behavior. Physics objects will pass right through 'Solid' objects, unless you give them the Physics behavior and set them to immovable.

    Physics should perform OK with up to 20-30 objects, enough for an Angry Birds type game. Are you sure Physics is causing the slowdown itself? Mobiles have pretty weak hardware, and simply drawing the screen can cause most of the slowdown. If you remove Physics entirely, does the game run a lot faster? If not, you must conclude that Physics isn't causing it to run slow.

  • Construct 2 uses a HTTP server built in to Windows. I'm not sure why it wouldn't work, have you checked your firewall settings and if you have any other server software installed? Have you tried changing the preview port? Have you tried using Preview on LAN just in case that works?

  • By default you can't scroll past the edges of the layout. Did you accidentally enable 'unbounded scrolling'?

    Alternatively just get rid of the behavior and use the system Scroll actions, and use events to limit the scrolling.

  • It's a good idea but very tricky to fit in to the expression parser and expression system, and the workarounds are perfectly reasonable and practical, so this is something it's more likely we'd push back to C3.

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  • The Drag & Drop supports multitouch, but in 2.x the Android browser doesn't. So it will work fine on iOS but only single touch on Android. The Drag & Drop behavior works correctly, it's the Android browser that isn't up to the job! Hopefully Ice Cream Sandwich fixes it.

  • I've been in touch with AppMobi and hopefully soon between us we'll be coming up with some features that integrate Construct 2 better with AppMobi's features.

  • Animmaniac I'm afraid the engine is just not designed in a way that allows what you've described. It would need a lot of code rewriting... maybe one day in the future, but right now we have to get back to working down our todo list :-\

  • No, you can't have multiple plugin types in a family - otherwise what happens when you make an event for it? Which conditions, actions and expressions are shown? If an object of one plugin type is picked, but you call an action or expression that plugin type doesn't have, what happens? It doesn't fit the design of families to support multiple plugins in one family.

  • Families are associated with a particular plugin type (e.g. Sprite, Text etc). So you definitely can make families of Text objects. You're probably caught out by the fact C2 won't let you change the plugin of an existing family - you can't remove all the sprites from a sprite family then make it a text family, because that would make all the family's events invalid, so you may as well make a new family.